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Micah Berninghausen
เข้าร่วมเมื่อ 30 มิ.ย. 2024
Per Instance Custom Data and Custom Primitive Data in UEFN UE5 Fortnite and Unreal Engine 5 Material
I am often recommending to optimization clients the use of Per Instance Custom Data when using Instance Static Meshes / HISMs, and Custom Primitive Data for non-instanced components to drive the same material(draw) to do more.
In this example, we feed a flipbook a value, to pick the UV or page to display based on a custom 0-1 value. This could be expanded with additional values per component/instance or additional work in the material graph.
This test was done in Unreal Editor for Fortnite, UE 5.5.
Contact me at GameDevMicah at Gmail, or on socials as @gamedevmicah on Twitter/Bluesky/Discord and Micah Berninghausen on Linkedin for any questions or to schedule a meeting.
Cheers!
/Hidden Secrets of Optimizations (less is best)
In this example, we feed a flipbook a value, to pick the UV or page to display based on a custom 0-1 value. This could be expanded with additional values per component/instance or additional work in the material graph.
This test was done in Unreal Editor for Fortnite, UE 5.5.
Contact me at GameDevMicah at Gmail, or on socials as @gamedevmicah on Twitter/Bluesky/Discord and Micah Berninghausen on Linkedin for any questions or to schedule a meeting.
Cheers!
/Hidden Secrets of Optimizations (less is best)
มุมมอง: 135
วีดีโอ
Video 11: HLOD INSTANCED UEFN Aggressive Performance Optimization GameDevMicah UE 5.5.0/UEFN 31.20
มุมมอง 46หลายเดือนก่อน
Here we look at how I auto-Instance custom meshes using the HLOD system, and render them up to the screen at the cost of spatial loading. This is an extreme talk about how to automatically convert your level into ISMs using the HLOD system right to the camera. The size of your cells, drives a lot of the efficiency of ISMs. Using a small cell, removes a lot of the rendering advantage, but contin...
Video 10: HLOD MERGE MESH UEFN Aggressive Performance Optimization GameDevMicah UE 5.5.0/UEFN 31.20
มุมมอง 136หลายเดือนก่อน
We are going through my project/island, a simple 4 way battle, using HLOD MERGED MESH world partition optimizations. We have found that HLOD Merged Mesh takes an additional 100MB on DISK, and 10MB in package size vs Batched/Instanced Methods for the same level. Each CELL in the world streaming system creates a new custom static mesh, and material plus textures to render. This increases your pro...
Video 9: Pages 30+ UEFN Aggressive Performance Optimization by GameDevMicah UE 5.5.0/UEFN 31.20
มุมมอง 51หลายเดือนก่อน
I am GAMEDEVMICAH an Unreal Engine 5 and UEFN Optimization Consultant (@ Aggressive Performance LLC) and Creator( @aggressivemastery.) After a wonderful Unreal Fest Seattle 2024, I was asked a lot of questions about my UEFN Optimization Guide (meeting notes) and overall UE5 system optimizations. I will be publishing a series of videos today, where I review my 70 pages of documentation and ASK F...
Video 8: Pages 28-30 UEFN Aggressive Performance Optimization by GameDevMicah UE 5.5.0/UEFN 31.20
มุมมอง 27หลายเดือนก่อน
I am GAMEDEVMICAH an Unreal Engine 5 and UEFN Optimization Consultant (@ Aggressive Performance LLC) and Creator( @aggressivemastery.) After a wonderful Unreal Fest Seattle 2024, I was asked a lot of questions about my UEFN Optimization Guide (meeting notes) and overall UE5 system optimizations. I will be publishing a series of videos today, where I review my 70 pages of documentation and ASK F...
Video 7: Pages 23-28 UEFN Aggressive Performance Optimization by GameDevMicah UE 5.5.0/UEFN 31.20
มุมมอง 36หลายเดือนก่อน
I am GAMEDEVMICAH an Unreal Engine 5 and UEFN Optimization Consultant (@ Aggressive Performance LLC) and Creator( @aggressivemastery.) After a wonderful Unreal Fest Seattle 2024, I was asked a lot of questions about my UEFN Optimization Guide (meeting notes) and overall UE5 system optimizations. I will be publishing a series of videos today, where I review my 70 pages of documentation and ASK F...
VIDEO 6 (p18-23): UEFN Aggressive Performance Optimization notes by GameDevMicah UE 5.5.0/UEFN 31.20
มุมมอง 36หลายเดือนก่อน
I am GAMEDEVMICAH an Unreal Engine 5 and UEFN Optimization Consultant (@ Aggressive Performance LLC) and Creator( @aggressivemastery.) After a wonderful Unreal Fest Seattle 2024, I was asked a lot of questions about my UEFN Optimization Guide (meeting notes) and overall UE5 system optimizations. I will be publishing a series of videos today, where I review my 70 pages of documentation and ASK F...
VIDEO 5 (p13-18): UEFN Aggressive Performance Optimization notes by GameDevMicah UE 5.5.0/UEFN 31.20
มุมมอง 68หลายเดือนก่อน
I am GAMEDEVMICAH an Unreal Engine 5 and UEFN Optimization Consultant (@ Aggressive Performance LLC) and Creator( @aggressivemastery.) After a wonderful Unreal Fest Seattle 2024, I was asked a lot of questions about my UEFN Optimization Guide (meeting notes) and overall UE5 system optimizations. I will be publishing a series of videos today, where I review my 70 pages of documentation and ASK F...
VIDEO 4 (p11-13): UEFN Aggressive Performance Optimization notes by GameDevMicah UE 5.5.0/UEFN 31.20
มุมมอง 49หลายเดือนก่อน
I am GAMEDEVMICAH an Unreal Engine 5 and UEFN Optimization Consultant (@ Aggressive Performance LLC) and Creator( @aggressivemastery.) After a wonderful Unreal Fest Seattle 2024, I was asked a lot of questions about my UEFN Optimization Guide (meeting notes) and overall UE5 system optimizations. I will be publishing a series of videos today, where I review my 70 pages of documentation and ASK F...
VIDEO 3 (p6-10): UEFN Aggressive Performance Optimization notes by GameDevMicah UE 5.5.0/UEFN 31.20
มุมมอง 86หลายเดือนก่อน
I am GAMEDEVMICAH an Unreal Engine 5 and UEFN Optimization Consultant (@ Aggressive Performance LLC) and Creator( @aggressivemastery.) After a wonderful Unreal Fest Seattle 2024, I was asked a lot of questions about my UEFN Optimization Guide (meeting notes) and overall UE5 system optimizations. I will be publishing a series of videos today, where I review my 70 pages of documentation and ASK F...
VIDEO 2 (p1-5): UEFN Aggressive Performance Optimization notes by GameDevMicah UE 5.5.0 / UEFN 31.20
มุมมอง 98หลายเดือนก่อน
I am GAMEDEVMICAH an Unreal Engine 5 and UEFN Optimization Consultant (@ Aggressive Performance LLC) and Creator( @aggressivemastery .) After a wonderful Unreal Fest Seattle 2024, I was asked a lot of questions about my UEFN Optimization Guide (meeting notes) and overall UE5 system optimizations. I will be publishing a series of videos today, where I review my 70 pages of documentation and ASK ...
VIDEO 1: UEFN Aggressive Performance Optimization notes by GameDevMicah UE 5.5.0 / UEFN 31.20
มุมมอง 329หลายเดือนก่อน
I am GAMEDEVMICAH an Unreal Engine 5 and UEFN Optimization Consultant (@ Aggressive Performance LLC) and Creator(@aggressivemastery .) After a wonderful Unreal Fest Seattle 2024, I was asked a lot of questions about my UEFN Optimization Guide (meeting notes) and overall UE5 system optimizations. I will be publishing a series of videos today, where I review my 70 pages of documentation and ASK F...
Brother I can choose WorldpartionSpatialHash In "Runtime Hash class" is giving me WorldpartionHashSet , with a bunch of weird settings. my working island has SpatialHash... my broken island (that wont run a memory calculation and it would get stuck on 4%) has HashSet with some weird settings
You are not alone, HLODS and Streaming is a very common issue... Using ISM components and data layers instead of world partition can be just as powerful or more well tuned. Especially with a good verse object pooling of devices.
instead of turning off 'can affect navigation' 'nav mesh' on 10k actors, could i just put a huge AI blocking volume over the world?
I would not use a new volume, which is more work, I would go about disabling affect AI on all the actors with the bulk edit tool. I don't know how much it will improve the scene, but it would reduce some work load, as I am sure the nav mesh has to update at runtime due to building and destruction of the world.
Is there a way to bulk search for all actors in an outliner with an 'audio component' specifically? or a 'fx component' , 'light component' or WPO component etc etc
You should be able to, however Components are hidden by default in the outliner. You can select and "uncheck" hide all components in the outline, then you will see all the components, and can search for anything you want to filter it. In your outliner window in UEFN, you should have a settings icon with "hide actor component" checked off, uncheck that!
If you had a huge 10km x 10km map (with fog blocking distance further than 500m for example), Would you still HLOD those 4 different colored bases? (knowing that they would be hidden behind fog)? would instancing still be less efficient than HLODs in this case?
Instancing and merged mesh hlods in rendering, seemed to be about equal when fully optimized (single ISM per mesh in the whole world.) But, using a merged mesh hlod will increase your package size for the new mesh and textures it generates. The about equal part, is how fast it will render (fps) on the client device such as a switch lite. If you are blocking view with fog, then you could totally unload those cells with the HLOD max view distance in the project settings... I think is where we found it. Having something unloaded (spatially streamed out, or I believe a disabled data layer will unload the actor as well) is more efficient then still rendering any representation of the base. So if you block view with fog, I would unload the base instead of using an ISM or mergedmeshhlodmesh to still represent it in the world. Since you cannot see it.
Got so many questions from this video. I def need to deep drive into stuff like: - best practices on starting a new project - how to setup things as you build a project so the optimization is streamlined/quick at the end - templating stuff for new projects
Is this possible? You build a big map in UEFN with lots of instances. Then at the end you somehow ISM/HISM them?
If you use ISM/HISM in your actors, there is not a huge reason to convert or unify them later. But, it would run faster on switch lite when you have 1 ism per mesh instead of multiple. Do you need it to run that fast (fps) or not?
I have been doing most of these out of paranoia. I'm glad it actually amounted to a performance boost lol
It should on the UE5 engine side. It all depends on how MUCH / how DENSE your world is! If your world is super simple, doing this would still reduce the server side and some client side workloads! Esp hiding shadows, reducing WPO distances,
Friday night in bed watching these videos. Love it
Thank you <3 😎😎😎
Excited to watch
Thank you for sharing this. I will watch this series. I’m currently lost on so many optimization topics. I’m working on a first gen Mac mini and trying to squeeze out every frame I can get.
Keep pinging me and let me know your progress and we can work through it!
@@GameDevMicah Thank you. Thank you.
this is amazing please keep doing this kind of content, I'm learning a lot here!
Thank you very much! These types of kind comments keep me going! Cheers!
How can I contact you besides Linkedin and Twitter?
Here is fine too! Discord is GameDevMicah, and gamedevmicah@gmail.com :)
@@GameDevMicah Thanks You!
Sorry for the mic cut outs, I will adjust for the next video!